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Member Since 17 Jan 2010
Offline Last Active Mar 20 2013 08:45 PM

Topics I've Started

Advertising your game for next to nothing

03 January 2011 - 06:51 PM

Hi All,

I'd like to talk about advertising your iPhone game.

I've read so many posts such as "27 ways to advertise your game" and "Make your game sell by doing this" but they always tend to be generalised ideas rather than specific tasks you need to do to advertise your game.

I haven't released my game yet but I'd like to share my ideas on how I'm going to advertise and see if anyone has some better/different ones.

1) Forum posts

I'm currently posting on as many forums related to my game as possible and making sure I include the correct keywords in the title:

<Company Name - Game Name - Platform>

I'm also making sure my signature contains links to my website and various social networking sites.

This has definately increased my ranking on google but it also requires upkeep.

I like to make sure I reply to posts and update screenshots/links when updates happen.

To do this on the ever increasing posts I use a program called CheckNGet which checks all my posts every hour or so to see if the page has changed by a certain amount (x lines or y words etc) so I know which posts to answer.

Here's the website, I haven't bought it yet but I think i will: http://activeurls.com/

2) Submitting to Indie Game, Game News, Game Reviewers and Game Press, Related topics (our game is a monster truck game so we send information to Monster truck websites)

I've started sending information to reviewers and game news websites which essentially does the same thing as forum posts but obviously to a broader market (people who don't use forums).

3) IRC

I'm not sure it's ehtical but I plan to log into various IRC channels and spread the word when my game is released (not flooding, just a short little spam message in targeted gaming/mobile gaming channels).

4) Social Networking (Facebook)

I'm adding everyone I know or think I know on my facebook page and sending out regular updates on the progress of my game.

I'm even adding the people that I grew up with that completely hate me, I believe they will probably be more interested to see "what that dick head from school is doing" than the person who has no idea who I am. Could result in a sale...

5) Tutorial Videos

I'm trying to create tutorial videos about specific processes or areas of my game that I think warrants a tutorial. This might help generate some interest in the company's brand which could lead to sales based on people being familiar with the brand.

6) Real life Promoting

This isn't a definate but I'd like to try printing out a wearable poster and walk down the busiest mall in my city with scantily clad women (ok ok, they'll probably be my sisters but people wont know that!). Would try to convince passerbys to download the game onto their iphone then and there.

7) Holding a release party

The obvious one, supply free booze and have your family and friends come over to download your game on release night so that you can climb up the rankings quicker.

8) Local News

Send in an article to your local newspaper. Releasing a fully fledged game when coming from a small town can sometimes be good news if things are slow for them.

9) YouTube Reviewers & Television

Film an interview of yourself and provide promotional material to every tv show that might have even the smallest chance of being interested, obviously send out information to as many youtube reviewers as you possibly can.

Soo... that's my current strategy... anyone got some ideas?

[Edited by - daveodonoghue on January 4, 2011 5:32:52 PM]

Determining bouyancy of a custom built boat

09 December 2010 - 04:49 PM

Ok, I'm trying to add boat building to my fps game. I've built the functionality to actually build the boat using materials but now I need a way to make it float based on it's components. It doesn't need to be realistic just fun.

Here's how I'm thinking of doing it, let me know if you have ideas about how to improve on this, please bear in mind I am very bad and maths and physics so the idea is based on the little knowledege i have.

I'll use a more complicated example to explain the theory as I need to make sure the idea can handle many different shapes of boats.

Here's a boat with two hulls:

Boat with two hulls

Known Factors:
1. The mass of the boat is known due to all the materials having individual weight
2. The center of mass is known due to all the materials having known positions and weight

The Theory:
1. Determine the bounds of the boat by finding the min/max vectors of all objects that make up the boat

2. Calculate volumes by ray casting down, left, right, front and back (not up) every 1m2 for 1m.

If the ray cast hits another raycaster or hits part of the boat then those squares are combined to create a group, if the ray cast hits the air then that group is not valid.

This will give me 3 groups, 1 for the cabin and one for each hull.

3. Calculate bouyancy across groups: using the center of mass, gravity and the bounds I can figure out which volume will sit lower in the ocean if there were no forces impacting the hulls then I can fake the percentage of bouyancy that would be gained or lost based on the amount of displacement the surface could create if fully submerged using the amount of squares the volume uses, this should give me a boat that will sag in areas if the boat was designed poorly.

4. Adding forces: the groups will only receive bouyancy forces if they are actually touching the water which will allow the cabin in the middle to give weight to the boat but wont help keep it afloat until the cabin actually hits the ocean line.

5. Sinking the ship will depend on a lot more raycasts to see if holes exist but I plan on doing these overtime in a thread, doesn't matter if the boat doesn't react to holes immediately.

Also, I need it to be quick so that I can check the bouyancy after collisions with other objects and hull breaches.

ODD Games - Monster Truck Destruction - iPhone / Android / Facebook

24 November 2010 - 02:57 PM

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Your fans are waiting for you... they are willing you to destroy everything in sight and cause ultimate destruction! Drive your truck to it's limits and destroy everything in sight to gain the applause of your fans!
Monster Truck Destruction provides the most thrilling and destructive gameplay on the iPhone, everything can be bent, broken and utterly destroyed when you smash and crash your way through every challenge.
But be careful! The crowd wont be truly happy until you have destroyed everything, including yourself!
Try to gain as much points as possible then run your truck into the biggest and baddest obstacle you can find and give the crowd a real show, smash yourself to pieces!

- Full destruction, everything on your car can and will bend and break off, even your chassis!
- Challenging stunts, earn points by jumping, rolling, spinning, two wheeling, bunny hopping your way through each challenge. Get extra points by stringing tricks together!
- Leaderboard, try beat your friends.... and enemies!

Follow us on Facebook and Twitter

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New Development Videos & Screenshots!
http://www.youtube.com/watch?v=rPVGSBMiYOU [url="http://www.youtube.com/watch?v=hplFPmPP25w"]http://www.youtube.c...h?v=hplFPmPP25w[/url]

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Low poly, low textures, Do I cartoonify or try realistic textures?

24 October 2010 - 06:29 PM

Here's some background before the question:

I'm developing a game that is action-puzzle orientated but it uses a real-life theme (destruction derby). The game is not a destruction derby game, it's more of a novelty game involving the player trying to do stunts/tricks and generally smashing things up. I've used real-life objects but I oversize them to make them comical...

Also, it's for the iphone so I don't have lots of room for lighting effects etc.

Here's the question:

Would you prefer to see crisp, colourful cartoon graphics or try to create as realistic graphics as possible? (eg, RealRacing or 2XL Offroad)

I know cartoon graphics will look cleaner but damage/explosions/sparks looks better with realistic graphics.

What you think?

Crowd Expectation Model... or something

17 May 2010 - 05:44 PM

I have no idea what to call this so if you know what it is called please tell me. I'm working on a scoring system for my arena-type game and I want the scoring system to be dependent on the crowds expectations. For example: I have a standard arena with the main attendees being from the middle class population with the following "attributes" -not easily impressed -favors big stunts/moves over destruction/violence -favors <player or AI> -favors <move-type> I'll obviously make the crowd more noisy when good stunts are performed and make them quieter when stunts are repeated or sub par stunts are performed. But I want to try model anticipation into the crowd where they will give a louder ambience noise and then greater final cheer if the stunts that are being pulled off are prolonged or increasingly get harder and harder or if the stunt nearly fails after being prolonged. (kind of playing with the crowd). On top of this I need to make sure the crowd doesn't just change it's opinion of player just because they fail a stunt. Anyone have any ideas on what would be good to include in this or how to approach the design?